/Engine/Source/Runtime/Engine/Public/LightMap.h
Constructs mip maps for a single shadowmap texture.
static int32 EncodeShadowTexture ( [ULevel](API\Runtime\Engine\Engine\ULevel) * LightingScenario, struct FLightMapPendingTexture & PendingTexture, [TArray](API\Runtime\Core\Containers\TArray)< [TArray](API\Runtime\Core\Containers\TArray)< [FFourDistanceFieldSamples](API\Runtime\Engine\FFourDistanceFieldSamples) >> & MipData )